Career Officer
Join Date: Jun 2012
Posts: 17
# 11
03-30-2013, 01:09 AM
Crew health actually affect the usage of your 3 team powers. Crew health effect the extra damage Tac team applies and maybe the shield heal but i don't know about that, for engineering team it effects how much hull it repairs, and for sci team it increases how much shielding you get when you use that power. And when you do the 2 vault missions with your shuttle craft your main heal is the passive regeneration you get from the 2-5 crew you have. So that bio function monitor may not be good for you but i fly with one on all my ships, especially since i spec for the ability to at least take a good hit even in an escort(you aint DPSing if your dead jim)
what the hell is up with the crappy "f" at the end of my name was never there on either website till the crappy change
Captain
Join Date: Jun 2012
Posts: 3,109
# 12
03-30-2013, 01:26 AM
Quote:
Originally Posted by cloudwasher View Post
I am horrified that EPS would be listed as a useless console, it is infact one of the most useful... It doesnt just affect power transfer rate between system, but also power regeneration from firing weapons... If you have a lot of weapons on one facing, EPS consoles are critical to not having your DPS killed by weapons power loss.
no, not true even in the slightest. it makes only sense to use one if you constantly switch powerlevels between systems or if you have a Beam overload in your setup. otherwise the console does not earn a place in a setup.
Go pro or go home
Captain
Join Date: Jun 2012
Posts: 1,069
# 13
03-30-2013, 01:35 AM
Quote:
Originally Posted by baudl View Post
no, not true even in the slightest. it makes only sense to use one if you constantly switch powerlevels between systems or if you have a Beam overload in your setup. otherwise the console does not earn a place in a setup.
check again with a parser this time
Captain
Join Date: Jun 2012
Posts: 3,109
# 14
03-30-2013, 01:59 AM
Quote:
Originally Posted by kieshdorf View Post
Crew health actually affect the usage of your 3 team powers. Crew health effect the extra damage Tac team applies and maybe the shield heal but i don't know about that, for engineering team it effects how much hull it repairs, and for sci team it increases how much shielding you get when you use that power. And when you do the 2 vault missions with your shuttle craft your main heal is the passive regeneration you get from the 2-5 crew you have. So that bio function monitor may not be good for you but i fly with one on all my ships, especially since i spec for the ability to at least take a good hit even in an escort(you aint DPSing if your dead jim)
if you do a quick research on stowiki you will find out that you are mistaken. science team is only affected by starship shield emitters
Engi team is only affected by starship hull repair.

tactical team is shown to be affected by able crewman, the weapon skill buffs get reduced. I logged into the game to check, lost all my crew (went to 0, all dead) and TT did exactly the same thing as it did with full crew, although i had lost 12 skillpoints in projectile and energy weapons.
Go pro or go home

Last edited by baudl; 03-30-2013 at 02:42 AM.
Captain
Join Date: Jun 2012
Posts: 3,109
# 15
03-30-2013, 02:10 AM
Quote:
Originally Posted by adrianm63 View Post
check again with a parser this time
i could parse all day, that doesn't make EPS do the things you claim it does, period. But if you have the feel it helps your build be my guest and continue...

just don't go around and say things that simply aren't true. The info on the console clearly states what the console does. Not more not less. Also the coresponding skill (starship electro plasma systems) does not have that effect on weapon power drain...if you care to read the skill description you will see.
Go pro or go home
Captain
Join Date: Feb 2013
Posts: 5,394
# 16
03-30-2013, 09:57 AM
Apparently you can lead a horse to water, but can't make him click a link. So I'll quote it here for all to read.

This is from the June 3, 2010 patch notes. That's almost three full years ago.

Quote:
Weapon Energy Drain Mechanic Changes

The weapon energy drain mechanic will be changing once this build goes to Holodeck. Weapon Power drain is now instantly refunded at the end of a weapon’s firing cycle, instead of a slow return as was previously implemented. Multiple weapons being fired at the same time will still produce a significant drain and will affect their damage proportionately, but once the weapons stop firing, the weapon power level will immediately return to normal.

This change was primarily inspired by player feedback - specifically on the topic of the energy drain caused by firing multiple bursts of energy weapons. Players may now fire all of their energy weapons repeatedly burst after burst, but the damage for each weapon is still diminished during the firing cycle.

As a result of this change to the energy drain mechanic, the EPS Flow Regulator Station Mods, will no longer have an effect on DPS. They will continue to function to improve power transfer rates between different systems.
EPS Flow Regulators do not affect the regeneration of weapons power. And haven't since 2010.

If you are using them because you switch between power settings frequently and/or in combat, then they are helping you play this game. If you are using them because you think they help regenerate your weapons power, you are wasting valuable console space.
Captain
Join Date: Jan 2013
Posts: 571
# 17
04-01-2013, 10:02 AM
Thanks for the replies, everyone,

So this is what I understand:
-EPS console IS mostly useless, until a big "maybe" changes in the Romulan update.
-able crewman consoles is only useful in a Shuttrle/small craft, otherwise other consoles are significantly more useful

Are there other useless consoles that I can get rid of?
Commander
Join Date: Jul 2012
Posts: 362
# 18
04-01-2013, 03:13 PM
nothing wrong with turn rate consoles used a blue one 37 turn boost i think on the Ambassador free ship the turn wasnt too bad without the console it feels slow. with it feels alot better they are not useless. And yes i did use the set up for the ship from the mission on my one lol its not a bad build works pretty good in stfs alot of fun
Captain
Join Date: Jul 2012
Posts: 507
# 19
04-01-2013, 03:21 PM
EPS Flow useless?

Hate to burst a bubble but recently did a test with a ship build with and without an eps console. They still helped with the power drained from firing weapons. Remember that the decloaking bug was also stated fixed around 2 years ago yet it still remains. Do not blindly follow Cryptic patch notes, they have a habit of being "inaccurate."
KDF Future with Cryptic. Fact.

What Cryptic should consider before releasing anything.

Last edited by vitzh; 04-01-2013 at 03:36 PM.
Captain
Join Date: Jun 2012
Posts: 3,109
# 20
04-01-2013, 04:10 PM
Quote:
Originally Posted by jestersage View Post
Thanks for the replies, everyone,

So this is what I understand:
-EPS console IS mostly useless, until a big "maybe" changes in the Romulan update.
-able crewman consoles is only useful in a Shuttrle/small craft, otherwise other consoles are significantly more useful

Are there other useless consoles that I can get rid of?
all those tactical consoles that either buff only beams or cannons or torpedos...since they buff only about half of what weapon type specific consoles buff, they are worthless and utterly useless.

on the subject of turnrate consoles on cruisers: Ofcourse they increase your turnrate, but it is a questionable move to use a cruiser, and wasting a console slot for a slight increase in turnrate.
You are still not going to outmaneuver anything and it doesn't help you keeping your broadside on target, or distribute heals. So this begs the question: Is it worth it? The answer is no if you care about efficency. If efficency is of no concern, then anything is worth it, even an EPS console or a beam weapon console.

anybody can actually check if the EPS cosnoles works or not. Fire all your weapons...preferable beams, and watch to what level your weaponpower drops.
Put an EPS console onto your ship, repeat and watch carefully to what level your weaponpower drops now.
In theory (actually tested it anyway) the test with the EPS should show a slightly higher maximum droppoint in weaponpower...
but in reality there is no difference. I tested it at starbase 234, single stationary target, great place to parse data too.
Go pro or go home

Last edited by baudl; 04-01-2013 at 04:22 PM.
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